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Auto Spaceball dispense (#286)
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@ -155,6 +155,7 @@ namespace HeavenStudio
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public int priority = 0;
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public EventCallback inactiveFunction = delegate { };
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public EventCallback preFunction = delegate { };
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public float preFunctionLength = 2.0f;
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/// <summary>
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/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>
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@ -172,7 +173,7 @@ namespace HeavenStudio
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/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
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/// <param name="preFunction">Runs two beats before this event is reached.</param>
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/// <param name="priority">Priority of this event. Higher priority events will be run first.</param>
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public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback prescheduleFunction = null, bool hidden = false, EventCallback preFunction = null, int priority = 0)
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public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback prescheduleFunction = null, bool hidden = false, EventCallback preFunction = null, int priority = 0, float preFunctionLength = 2.0f)
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{
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this.actionName = actionName;
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if (displayName == String.Empty) this.displayName = actionName;
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@ -186,6 +187,7 @@ namespace HeavenStudio
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this.inactiveFunction = inactiveFunction ?? delegate { };
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this.preFunction = prescheduleFunction ?? delegate { };
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this.priority = priority;
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this.preFunctionLength = preFunctionLength;
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//todo: converting to new versions of GameActions
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